[VX ACE] Loading Image by Variable

● ARCHIVED · READ-ONLY
Started by Otto 9 posts View original ↗
  1. Howdy,
    I'm recently getting into scripting (yeah I know, better late than ever...), I don't know much about it and I'm mostly editing pre-existing stuff that I plan to use in a project. A couple of days ago a friend (who also is a low level scripter, he knows just a little bit more than me) thaught me how to load a specific image as a background for one of my menus, by putting this into the script in which I want the image.

    Code:
        $sfondo = Sprite.new
        $sfondo.bitmap = Cache.picture("Storage")
       
        $sfondo.x = 0
        $sfondo.y = 0
    
        $sfondo.opacity = 255

    I know that more experience scripter will probably know a better way to do it, but this works as intended and I'm perfectly fine with it, the issue is, what if I want to load a different picture, according to a certain game's varialble?

    My first instinct was to edit one of the lines like this:
    Code:
    $sfondo.bitmap = Cache.picture("Storage_"+$game_variables[9])

    in my head, the game was supposed to search for for an image name Storage_1 (if the variable is 1, and so on...) but it didn't work. Was I close or did I do it completely wrong? Is there a way to do it at all?
  2. Code:
    $sfondo.bitmap = Cache.picture("Storage_"+$game_variables[9].to_s)
    or
    Code:
    $sfondo.bitmap = Cache.picture("Storage_#{$game_variables[9]}")
  3. Thanks, it works perfectly! :)

    edit: well, I was kinda close, can't complain *gloats*

    edit edit: Actually... I just came across a new bug; basically I open the menu in which this image is loaded, and then I colose it; the image goes away as intended, however I see the image appearing again if I get a game over (basically the game over screen appears gradually on top of this image) or if I go back to the title via the normal "End" option, I see the image on the screen for a second before the game restarts.

    Is there a string to dispose the image when I close the menu?
  4. just giving a small bump :p
  5. Code:
    $sfondo.bitmap.dispose
    $sfondo.dispose
    Is there any particular reason why you're using a global variable?
  6. A-Moonless-Night said:
    Code:
    $sfondo.bitmap.dispose
    $sfondo.dispose
    Is there any particular reason why you're using a global variable?

    Not really, I don't know much about scripting, this is the way I was thaught how to do it by a friend (who is not very expert himself).

    If you meant why I want the game to load a different background according to a variable number, it's only because I want it to be different from character to character and this seemed like the quickest way to do it :p

    Also, I forgot the most important question, where do I have to put those strings?

    here's the script:

    Code:
    #==============================================================================
    # ** Scene_Menu
    #------------------------------------------------------------------------------
    #==============================================================================
    module RE_MENU
        
      #--------------------------------------------------------------------------
      # ENGLISH
      #--------------------------------------------------------------------------
      # * how to create a recipe
      # * place Reciepe[a] = [b, c, d]
      # * a is a crescent number
      # * b and c are the items that will be combined
      # * d is the end item
      #--------------------------------------------------------------------------
      # PORTUGUES   
      #--------------------------------------------------------------------------
      # * receitas de combinações de itens
      # * coloque Reciepe[a] = [b, c, d] sendo
      # * a o valor crescente da receita de 1 a sla quantos
      # * b e c o valor dos intens da receitas que vam combinar
      # * d o item que será formado apartir dos outrs
      #--------------------------------------------------------------------------
     
      Recipe = {}
      Recipe[1] = [12, 13 , 14]
      Recipe[2] = [1, 1, 2]
      #Recipe[3] = [13, 16, 17]
      #Recipe[4] = [15, 14, 17]
      #Recipe[5] = [12, 12, 18]
      #Recipe[6] = [12, 18, 19]
      #--------------------------------------------------------------------------
      # vocabulary
      #--------------------------------------------------------------------------
      Equip = " "
      Discard = " "
      Combine = "Combine"
      Use = "Use"
      Equip = "EQ: "
      Inventary = "Item"
      Key_itens = "Files"
      Help_desc = " "
      Help_name = " "
      Maps = "Maps"
     
      #--------------------------------------------------------------------------
      # * Combine sond
      #--------------------------------------------------------------------------
      def self.playcombine
          Sound.play_use_item
      end
     
    end
    
    #OTTO Create Image for Background!!
    
      def create_Image_Background
        $sfondo = Sprite.new
        $sfondo.bitmap = Cache.system("Menu_"+$game_variables[10].to_s)
        
        $sfondo.x = 0
        $sfondo.y = 0
        #$sfondo.z =
        $sfondo.opacity = 255
        
      end
     
    #==============================================================================
    # ** Window_Help now turned into Item Name by Otto
    #------------------------------------------------------------------------------
    #  Esta janela exibe explicação de habilidades e itens e outras informações.
    #==============================================================================
    
    
    class RE_Window_Iname < Window_Base
      #--------------------------------------------------------------------------
      # * Inicialização do objeto
      #     line_number : número de linhas
      #--------------------------------------------------------------------------
      def initialize(line_number = 1)
        super(268, 252, 207, 48) # Graphics.height - 384) OTTO (252)
      end
     
      #--------------------------------------------------------------------------
      # * Configuração de texto
      #     text : texto
      #--------------------------------------------------------------------------
      def set_text(text)
        if text != @text
          @text = text
          refresh
        end
      end
      #--------------------------------------------------------------------------
      # * Limpeza
      #--------------------------------------------------------------------------
      def clear
        set_text(" ")
      end
      #--------------------------------------------------------------------------
      # * Definição de item
      #     item : habilidades, itens, etc.
      #--------------------------------------------------------------------------
      def set_item(item)
        set_text(item ? item.description : " ")
        @item = item
      end
     
      #--------------------------------------------------------------------------
      # * Renovação
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        if @item != nil
          #draw_text(5, 70, 150, 50, RE_MENU::Help_desc)
    #~       draw_text(5, -12, 640, 100, @text)
          draw_text(0, -12 , 207, 48, @item.name) #RE_MENU::Help_name + @item.name)
        end
      
      end
    end
    
    #==============================================================================
    # ** Window_MenuCommand
    #------------------------------------------------------------------------------
    #  Esta janela exibe os comandos do menu.
    #==============================================================================
    class MenuCommand < Window_HorzCommand
      #--------------------------------------------------------------------------
      # * Inicialização da posição do comando de seleção (método da classe)
      #--------------------------------------------------------------------------
      def self.init_command_position
        @@last_command_symbol = nil
      end
      #--------------------------------------------------------------------------
      # * Inicialização do objeto
      #--------------------------------------------------------------------------
      def initialize
        super(268, 72)
      end
      #--------------------------------------------------------------------------
      # * Aquisição da largura da janela
      #--------------------------------------------------------------------------
      def window_width
        return 372
      end
     
      #--------------------------------------------------------------------------
      # * Aquisição da largura da janela
      #--------------------------------------------------------------------------
      def window_height
        48
      end
      #--------------------------------------------------------------------------
      # * Aquisição do número de linhas exibidas
      #--------------------------------------------------------------------------
      def col_max
        return 4
      end
      #def visible_line_number
       # 3
      #end
     
     
      #--------------------------------------------------------------------------
      # * Criação da lista de comandos
      #--------------------------------------------------------------------------
      def make_command_list
        add_main_commands
        add_map_command
        add_game_end_command
      end
      #--------------------------------------------------------------------------
      # * Adição dos comandos principais
      #--------------------------------------------------------------------------
      def add_main_commands
        add_command(RE_MENU::Inventary,   :item,   main_commands_enabled)
        add_command(RE_MENU::Key_itens, :key_item, main_commands_enabled)
      end
     
      #-------------------------------------------------------------------------
      # not sure wtf im doing lol #OTTO
      #-------------------------------------------------------------------------
      def add_map_command
        add_command(RE_MENU::Maps, :maps, main_commands_enabled) #OTTO
      end
      #--------------------------------------
     
      #--------------------------------------------------------------------------
      # * Definição de habilitação dos comandos principais
      #--------------------------------------------------------------------------
      def main_commands_enabled
        $game_party.exists
      end
      #--------------------------------------------------------------------------
      # * Adição do comando de fim do jogo
      #--------------------------------------------------------------------------
      def add_game_end_command
        add_command(Vocab::game_end, :game_end)
      end
      #--------------------------------------------------------------------------
      # * Definição de resultado ao pressionar o botão de confirmação
      #--------------------------------------------------------------------------
      def process_ok
        @@last_command_symbol = current_symbol
        super
      end
      #--------------------------------------------------------------------------
      # * Definição da janela de itens
      #     item_window : janela de itens
      #--------------------------------------------------------------------------
      def item_window=(item_window)
        @item_window = item_window
        @item_window.category = current_symbol
      end
     
    end
     
    class Window_ItemList < Window_Selectable
      attr_accessor :iname_window  #Thanks TheoAllen
      #--------------------------------------------------------------------------
      # * Inicialização do objeto
      #     x      : coordenada X
      #     y      : coordenada Y
      #     width  : largura
      #     height : altura
      #--------------------------------------------------------------------------
      def initialize(x, y, width, height)
        super(268, 120, 207, 132)
        @category = :none
        @data = []
      end
      #--------------------------------------------------------------------------
      # * Definição de categoria
      #--------------------------------------------------------------------------
      def category=(category)
        return if @category == category
        @category = category
        refresh
        self.oy = 0
      end
      #--------------------------------------------------------------------------
      # * Aquisição do número de colunas
      #--------------------------------------------------------------------------
      def col_max
        return 4
      end
     
      #--------------------------------------------------------------------------
      # * Aquisição do número máximo de itens
      #--------------------------------------------------------------------------
      def item_max
       case @category
        when :item
         8  + $game_variables[14]
        when :key_item
         @data ? @data.size : 1
        else
         @data ? @data.size : 1
       end
      end
     
    #~   def item_max
    #~    #8 + $game_variables[14]
    #~     @data ? @data.size : 1 #Max Inventory Slot? Can I use variable? #OTTO
    #~   end
      #--------------------------------------------------------------------------
      # * Aquisição do espaçamento entre os itens
      #--------------------------------------------------------------------------
      def spacing
        return 4
      end
     
      #--------------------------------------------------------------------------
      # * Aquisição de altura do item
      #--------------------------------------------------------------------------
      def item_height
        36
      end
      #--------------------------------------------------------------------------
      # * Aquisição das informações do item
      #--------------------------------------------------------------------------
      def item
        @data && index >= 0 ? @data[index] : nil
      end
      #--------------------------------------------------------------------------
      # * Definição de habilitação de seleção
      #--------------------------------------------------------------------------
      def current_item_enabled?
        enable?(@data[index])
      end
      #--------------------------------------------------------------------------
      # * Inclusão do item na lista
      #     item : item
      #--------------------------------------------------------------------------
      def include?(item)
        case @category
        when :item
          item.is_a?(RPG::Item) && !item.key_item? #or item.is_a?(RPG::Weapon)
        when :key_item
          item.is_a?(RPG::Item) && item.key_item?
        else
          false
        end
      end
      #--------------------------------------------------------------------------
      # * Definição de itens disponíveis para uso
      #--------------------------------------------------------------------------
      def usable?(item)
        if item.is_a?(RPG::Weapon)
          return true
        else
          return $game_party.usable?(item)
        end
        return false
      
      end
      #--------------------------------------------------------------------------
      # * Definição de habilitação do item
      #     item : item
      #--------------------------------------------------------------------------
      def enable?(item)
        #$game_party.usable?(item)
        return true
      end
      #--------------------------------------------------------------------------
      # * Criação da lista de itens
      #--------------------------------------------------------------------------
      def make_item_list
        @data = $game_party.all_items.select {|item| include?(item) }
        @data.push(nil) if include?(nil)
      end
      #--------------------------------------------------------------------------
      # * Retorno à seleção anterior
      #--------------------------------------------------------------------------
     
      def select_last
        select(@data.index($game_party.last_item.object) || 0)
      end
      #--------------------------------------------------------------------------
      # * desenhar o item
      #--------------------------------------------------------------------------
     
      def draw_item_name(item, x, y, enabled = true, width = 80)
        return unless item
        draw_icon(item.icon_index, x + 10, y + 6, enabled)
        change_color(normal_color, enabled)
    #~     draw_text(x + 5, y + 50, width, line_height, item.name)
      end
      #--------------------------------------------------------------------------
      # * Desenho de um item
      #     index : índice do item
      #--------------------------------------------------------------------------
      def draw_item(index)
        item = @data[index]
      
        if item
          rect = item_rect(index)
          rect.width -= 4
          draw_item_name(item, rect.x , rect.y, true)
          rect.y -= 20
          draw_item_number(rect, item)
        end
      end
     
      #--------------------------------------------------------------------------
      # * Desenho do número de itens possuido
      #     rect : retângulo
      #     item : item
      #--------------------------------------------------------------------------
      def draw_item_number(rect, item)
        draw_text(rect, sprintf(" %2d", $game_party.item_number(item)), 2) #unless it has some tag in the notes??
      end
      #--------------------------------------------------------------------------
      # * Atualização da janela de ajuda  #<--- Thanks Theo Allen for help editing
      #--------------------------------------------------------------------------
      def update_help
        @help_window.set_item(item)
        @help_window.refresh
        return unless @iname_window
        @iname_window.set_item(item)
        @iname_window.refresh
      end
     
      #--------------------------------------------------------------------------
      # * Update Item Name #OTTO
      #--------------------------------------------------------------------------
    #~   def update_iname
    #~     @iname_window.set_item(item)
    #~     @iname_window.refresh
    #~   end
     
      #--------------------------------------------------------------------------
      # * Renovação
      #--------------------------------------------------------------------------
      def refresh
        make_item_list
        create_contents
        draw_all_items
        update_help
    #~     update_iname
      end
    
    end
     
    class Comand_itens < Window_Command
      #--------------------------------------------------------------------------
      # * Inicialização do objeto
      #--------------------------------------------------------------------------
      def initialize
        super(168, 120)
        refresh
      end
     
      #--------------------------------------------------------------------------
      # * Aquisição da largura da janela
      #--------------------------------------------------------------------------
      def window_width
        return 100
      end
      def window_height
        return 76
      end
      def activeCombine=(active)
        @activecombine = active
      end
      def usename=(name)
        @usename = name
      end
      def activeCombine
        return @activecombine
      end
      def usename
        return @usename
      end
      def important=(value)
        @important = value
      end
      def important
        return @important
      end
      def isuse=(value)
        @isuse = value
      end
      def isuse
        return @isuse
      end
      #--------------------------------------------------------------------------
      # * Criação da lista de comandos
      #--------------------------------------------------------------------------
      def make_command_list
        add_command(usename,   :usar,   isuse)
        add_command(RE_MENU::Combine,  :combine,  activeCombine)
    #~     add_command(RE_MENU::Discard,  :discart,  important)
      end
    end
    class Scene_Menu < Scene_MenuBase
      #--------------------------------------------------------------------------
      # * Inicialização do processo
      #--------------------------------------------------------------------------
      def start
        super
        create_Help_window
        create_command_window
        create_item_window
        create_Iname_window
        create_status_window
        create_command_itens
        create_Equip_window
        create_Image_Background
        @iscombine = false
        @actor = $game_party.members[0]
      end
     
      #--------------------------------------------------------------------------
      # * Criação da janela de comando
      #--------------------------------------------------------------------------
      def create_command_window
        @command_window = MenuCommand.new
        @command_window.set_handler(:item,      method(:command_item))
        @command_window.set_handler(:key_item,      method(:command_item))
        @command_window.set_handler(:game_end,  method(:command_game_end))
        @command_window.set_handler(:cancel,    method(:return_scene))
      end
      
      #--------------------------------------------------------------------------
      # * Criação da janela de itens
      #--------------------------------------------------------------------------
      def create_item_window
        wy = @command_window.y + @command_window.height + 100
        wh = Graphics.height - wy
        @item_window = Window_ItemList.new(344, wy, 200, wh)
        @item_window.help_window = @help_window
        @item_window.set_handler(:ok,     method(:on_item_ok))
        @item_window.set_handler(:cancel, method(:on_item_cancel))
        @command_window.item_window = @item_window
        @command_window.item_window = @item_window
      end
      #--------------------------------------------------------------------------
      # * Criação da janela de comando dos intems
      #--------------------------------------------------------------------------
      def create_command_itens
        @command_item = Comand_itens.new
        @command_item.set_handler(:usar,      method(:use_item))
        @command_item.set_handler(:combine,      method(:combine_item))
        @command_item.set_handler(:discart,  method(:discart_item))
        @command_item.set_handler(:cancel,    method(:return_itens))
        @command_item.visible = false
        @command_item.active = false
      end
     
      #--------------------------------------------------------------------------
      # * Criação das janelas #Position for Status and Equip #OTTO
      #--------------------------------------------------------------------------
      def create_status_window
        @Status_window = Window_Base.new(475,120,165,84)
        @Status_window.contents.clear
        #@Status_window.draw_actor_face(@actor, 1, 10)
        @Status_window.change_color(@Status_window.normal_color)
        @Status_window.draw_text(1, -10 , 120, 48, @actor.name)
        @Status_window.draw_actor_hp(@actor, 0, 40, 120)
      end
     
      def create_Help_window
        @help_window = Window_Help.new() #RE_Window_Help.new()
      end
     
      def create_Iname_window #OTTO
        @ihelp_window = RE_Window_Iname.new()
        @item_window.iname_window = @ihelp_window
      end
     
      def create_Equip_window
        @Equip_window = Window_Base.new(475,183,165,48)
        @Equip_window.contents.clear
        if @actor.equips[0] != nil
          @Equip_window.draw_icon(@actor.equips[0].icon_index, 36, 0, true)
          @Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
          #INSERT CURRENT / REMAINING AMMO HERE # OTTO
          #@Equip_window.draw_text(10, 40 , 150, 50, @actor.equips[0].name)
        else
          @Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
        end
      
      
      end
      def use_item
        if @item.is_a?(RPG::Weapon)
          @actor.change_equip(0,@item)
          Sound.play_equip
        else
          Sound.play_use_item
          @actor.use_item(@item)
          use_item_to_actors
        
        end
        return_itens
        refresh
        check_common_event
      end
      def use_item_to_actors
        $game_party.members.each do |target|
          @item.repeats.times { target.item_apply(@actor, @item) }
        end
      end
      def check_common_event
        if $game_temp.common_event_reserved?
          SceneManager.goto(Scene_Map)
          @iscombine = false
        end
      end
      def combine_item
        if @iscombine == false
          @iscombine = true
          @combineitem = @item
        else
          recipe = RE_MENU::Recipe
          if @combineitem.id == @item.template_id
            if $game_party.item_number(@item) <= 1
              @combineitem = nil
            end
          end
          if @combineitem != nil
            for x in 1..recipe.size
            recipe1 = recipe[x]
          
              if recipe1[0] == @combineitem.template_id and recipe1[1] == @item.template_id
                @iscombine = false
                combineitens(x)
                break
              elsif recipe1[1] == @combineitem.template_id and recipe1[0] == @item.template_id
                @iscombine = false
                combineitens(x)
                break
              end
            end
          end
          if @iscombine == true
            Sound.play_buzzer
              @iscombine = false
          end
        
        end
        refresh
        return_itens
      
      
      end
      def combineitens(x)
        RE_MENU::playcombine
        $game_party.gain_item(@item, -1, true)
        $game_party.gain_item(@combineitem, -1, true)
        for y in 0..$data_items.size
            novoitem = $data_items[y] if y == RE_MENU::Recipe[x][2]
        end
        $game_party.gain_item(novoitem, 1)
      end
      def discart_item
        $game_party.gain_item(@item, -1, true)
        return_itens
      end
      def return_itens
        @command_item.visible = false
        @command_item.active = false
        @item_window.active = true
        @item_window.refresh
      end
      #--------------------------------------------------------------------------
      # * Item [Confirmação] #thanks to A-Moonless-Night
      #--------------------------------------------------------------------------
       #THIS BYPASSES THE SECOND USE/COMBINE WINDOW AND JUMPS DIRECTLY TO RECIPE CHECK
    def on_item_ok
        @item = @item_window.item
        if @item != nil
          if @iscombine && @item.is_a?(RPG::Item) && !@item.key_item?
            combine_item
          else
            if @item.is_a?(RPG::Weapon)
              @command_item.activeCombine = false
              @command_item.usename = RE_MENU::Equip
            else
              @command_item.activeCombine = true
              @command_item.usename = RE_MENU::Use
            end
            if @item.is_a?(RPG::Item) and @item.key_item?
              @command_item.important = false
            else
              @command_item.important = true
            end
            if @item_window.usable?(@item)
              @command_item.isuse = true
            else
              @command_item.isuse = false
            end
            @command_item.refresh
            @command_item.visible = true
            @command_item.active = true
          end
        else
          Sound.play_buzzer
          @item_window.active = true
        end
        @help_window.set_item(@item)
      end 
     
    #~   def on_item_ok
    #~     @item = @item_window.item
    #~     if @item != nil
    #~       if @item.is_a?(RPG::Weapon)
    #~         @command_item.activeCombine = false
    #~         @command_item.usename = RE_MENU::Equip
    #~       else
    #~         @command_item.activeCombine = true
    #~         @command_item.usename = RE_MENU::Use
    #~       end
    #~       if @item.is_a?(RPG::Item) and @item.key_item?
    #~         @command_item.important = false
    #~       else
    #~         @command_item.important = true
    #~       end
    #~       if @item_window.usable?(@item)
    #~         @command_item.isuse = true
    #~       else
    #~         @command_item.isuse = false
    #~       end
    #~     
    #~       @command_item.refresh
    #~       @command_item.visible = true
    #~       @command_item.active = true
    #~     else
    #~       Sound.play_buzzer
    #~       @item_window.active = true
    #~     end
    #~     @help_window.set_item(@item)
    #~   end
      #--------------------------------------------------------------------------
      # * Item [Cancelamento]
      #--------------------------------------------------------------------------
      def on_item_cancel
        @item_window.unselect
        @command_window.activate
        @iscombine = false
      end
     
      #--------------------------------------------------------------------------
      # * Comando [Item]
      #--------------------------------------------------------------------------
      def command_item
        @command_window.item_window = @item_window
        @item_window.activate
        @item_window.select_last
      
      end
      #--------------------------------------------------------------------------
      # Trying to add a Maps command #OTTO
      #--------------------------------------------------------------------------
      def command_maps
        SceneManager.call(Scene_Maps)
      end
      #--------------------------------------------------------------------------
      # * Comando [Fim do Jogo]
      #--------------------------------------------------------------------------
      def command_game_end
        SceneManager.call(Scene_End)
      end
      #--------------------------------------------------------------------------
      # * Comandos individuais [Cancelamento]
      #--------------------------------------------------------------------------
      def on_personal_cancel
        @status_window.unselect
        @command_window.activate
      end
     
      def refresh
        @actor = $game_party.members[0]
        @item_window.refresh
        @Equip_window.contents.clear
        if @actor.equips[0] != nil
          @Equip_window.draw_icon(@actor.equips[0].icon_index, 36, 0, true)
          @Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
    #~       @Equip_window.draw_text(10, 40 , 150, 50, @actor.equips[0].name)
        else
          @Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
        end
        @Status_window.contents.clear
    #~     @Status_window.draw_actor_face(@actor, 1, 10)
        @Status_window.change_color(@Status_window.normal_color)
        @Status_window.draw_text(1, -10 , 120, 48, @actor.name)
        @Status_window.draw_actor_hp(@actor, 0, 40, 120)
        
      end
    end
  7. Put create_image_background inside Scene_Menu and then call it from initialize. Replace the $ with @ at the front of the variable. The $ is for global variables and should only be used in certain situations; if you Google ruby variables, you can see some more information about it.

    Then to dispose the background, you could do something like this:
    Code:
    class Scene_Menu < Scene_MenuBase
       def terminate
          super
          dispose_background
       end
    
       def dispose_background
          @sfondo.bitmap.dispose
          @sfondo.dispose
       end
    end

    Sorry, I'm on my phone so I haven't tested anything. Let me know if anything doesn't make sense.
  8. Thanks :)

    That was pretty clear actually, also by changing from a $ local variable to a @ instance variable (I just learned that's what they are called lol) apparently was enough to solve the problem, 'tho I'm still adding the dispose function just to be safe (I'm not sure is the background image is automatically disposed now that I turned it into a @instance variable).
  9. I'd definitely still dispose them, but glad it's all working!